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Markus Daum

HD Video Stock Footage, stock video news footage, BBC Motion Gallery - 0 views

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    video footage / reference
Markus Daum

Women's Tennis - The Beauty of the Power Game - Video Feature - NYTimes.com - 2 views

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    A video gallery of top female tennis players - in slow motion.
Markus Daum

Flexible Paper Sculptures - 4 views

This stuff is awesome http://www.theverge.com/2013/2/5/3953972/li-hongbo-mind-bending-flexible-paper-skulls-video

sculpting character reference anatomy

Markus Daum

Tech Artists - 3 views

shared by Markus Daum on 03 Jan 10 - Cached
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    A forum for and by technical artists in video-game development.
Markus Daum

Andy Nicholas » Blog Archive » How to Read a 3×3 Matrix - 3 views

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    nice tutorial about how to easily read and interpret a 3×3 Matrix (incl. video).
Markus Daum

FaceTracker - C/C++ API - 0 views

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    FaceTracker is a C/C++ API for real time generic non-rigid face alignment and tracking. Goal: Non-rigid face alignment and tracking is a common problem in computer vision. It is the front-end to many algorithms that require registration, for example face and expression recognition. However, those working on algorithms for these higher level tasks are often unfamiliar with the tools and peculiarities regarding non-rigid registration (i.e. pure machine learning scientists, psychologists, etc.). Even those directly working on face alignment and tracking often find implementing an algorithm from published work to be a daunting task, not least because baseline code against which performance claims can be assessed does not exist. As such, the goal of FaceTracker is to provide source code and pre-trained models that can be used out-of-the-box, for the dual purpose of: 1. Promoting the advancement of higher level inference algorithms that require registration. 2. Providing baseline code to promote quantitative improvements in face registration. Features: * Real time: ranging from 20-30 fps (depending on processor, compiler and use of OpenMP) * Generic: designed to work for most people under most conditions * No training required: a pre-trained model is provided * Detection based initialisation: no user intervention required * Automatic failure detection: requires no user re-initialisation * Camera or video input
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    Thanks Maurizio for the link!
Markus Daum

YouTube - themedicallectures's Channel - 0 views

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    great human anatomy reference in videos
Markus Daum

Animated walks and runs on Vimeo - 2 views

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    some rigging reference... ;-)
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    Hey I was just about to post that and beaten by you!
simonp91

Fun with biomechanics - 2 views

1) Inside Natures Giants : http://www.channel4.com/programmes/inside-natures-giants/ 2) Interesting Stuff: http://www.wellcome.ac.uk/Education-resources/Teaching-and-education/Big-Picture/All-iss...

rigging character maya 3d muscles animation

started by simonp91 on 16 Aug 12 no follow-up yet
Markus Daum

A New Form of Peristaltic Locomotion in a Robot - YouTube - 1 views

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    This robotic concept uses a braided mesh that can be continuously deformed to create smooth waves of motion. http://biorobots.cwru.edu/projects/softworm/
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    let's throw in some random stuff... ;-)
Jakub Krompolc

maya 2011 qt styles - 23 views

yep, I look forward to make some exotic UIs... :) I saw some TDs using QT desginer for some MPC tools in Maya. They had the QT installed for 2009. So I think you could already run it in 2010, but ...

maya 3d

Markus Daum

SIGGRAPH 2011 Papers - 5 views

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    a bit rigging off-topic but hey... :) thanks to Gabriele for the link.
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    The Disney paper and video on "Efficient elasticity for character skinning with contact and collisions" is definitely worth a look. http://pages.cs.wisc.edu/~sifakis/projects.html
Dave Short

Facial motion transfer. - 5 views

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    Kinda cool
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    it`s just interesting how he describes the vector deltas, which are basically just blendShape. And pushing nearest points by that amount is like usual wrap. I just wasn`t getting why there is custom ICE network, maybe I missed something :) btw. I really liked the short "dog-boy" animation this guy did
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    It's a bit different to a wrap, more a delta look up and transfer, not a bind to of one bit of geo to another. As such you're only transferring relative motion and can manipulate that in different ways.
Jakub Krompolc

Lucia Modesto from DreamWorks - 2 views

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    there`s not much here, I just accidentaly found this old video. You can see some rigging presentation from DW in cut outs as she talks about Shrek. Puss in Boots is apparently the Shrek`s most complex character :) I see, so that`s why it`s got its own movie! :)) ---> http://youtu.be/yg_z0t_H26c
Markus Daum

Area :: GDC 2011 - David Coleman - Creating QT interfaces for Maya and MotionBuilder - 2 views

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    David Coleman - Creating QT interfaces for Maya and MotionBuilder This Masterclass will demonstrate the workflow of creating interfaces in QT Designer, and connecting them to functions within Maya and MotionBuilder. The basics of QT Designer will be covered, along with connecting sliders to drive facial blendshapes using the same interface for both Maya and MotionBuilder. Some techniques for procedurally creating QT widgets using PyQt will also be demonstrated.
Markus Daum

Disney Research » High-Quality Capture of Eyes - 1 views

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    Even though the human eye is one of the central features of individual appearance, its shape has so far been mostly approximated in our community with gross simplifications. In this paper we demonstrate that there is a lot of individuality to every eye, a fact that common practices for 3D eye generation do not consider. To faithfully reproduce all the intricacies of the human eye we propose a novel capture system that is capable of accurately reconstructing all the visible parts of the eye: the white sclera, the transparent cornea and the non-rigidly deforming colored iris. These components exhibit very different appearance properties and thus we propose a hybrid reconstruction method that addresses them individually while respecting their inter-dependencies. The result of our system is a complete model of both spatio-temporal shape and texture at an unprecedented level of detail. The captured eyes will not only enable the creation of more believable digital humans but have potential applications in fields other than computer graphics, such as ophthalmology. Finally, we believe that the findings of this paper will alter our community's current assumptions regarding human eyes, and our work has the potential to significantly impact the way that eyes will be modelled in the future.
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